varying vec4 color, shadowTexCoord;
uniform sampler2DShadow shadowMap;

void main(){

  vec4 shadow= shadow2DProj(shadowMap, shadowTexCoord); 

  if(shadow.x==0.0)
    shadow= vec4(0.0, 0.0, 0.0, 0.5);
  else 
    shadow=vec4(1.0, 1.0, 1.0, 0.0);


  gl_FragColor = shadow;
}